Last Epoch EA 0.9+ (Steam)...

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Messy6666
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Messy6666 »

Impala wrote:
Wed Feb 21, 2024 6:12 pm
So with offline mode, we should be able to cheat as much as we want no?
Yes it's totally offline now
ReptileGG wrote:
Wed Feb 21, 2024 5:17 pm
Should we create a new thread for 1.0?
As far as I know, a friendly other tablemaker is/was working on it .. be patient.

You can also wait for melonloader to be updated.. which is easier/faster to implement

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Impala
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Impala »

Messy6666 wrote:
Wed Feb 21, 2024 9:25 pm
Are you not updating this?

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Messy6666
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Messy6666 »

Impala wrote:
Wed Feb 21, 2024 9:36 pm
Messy6666 wrote:
Wed Feb 21, 2024 9:25 pm
Are you not updating this?
soz, nope
done with it after almost 4 years

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Re: Last Epoch EA 0.9+ (Steam)...

Post by Messy6666 »

yeah i just got a confirmation another table maker will and is working on it

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Re: Last Epoch EA 0.9+ (Steam)...

Post by Empress_Ravenna »

whom? Link to their thread?

omgitsbees
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Re: Last Epoch EA 0.9+ (Steam)...

Post by omgitsbees »

I assume it'll show up here in this thread.

Impala
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Impala »

Quick Infinite Potions Script (copy and paste into CE)

Waiting for someone better than me to make a table

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>535</ID>
      <Description>"Infinite Potions"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//GameAssembly.dll+16C6937 - 2B 43 60              - sub eax,[rbx+60]
aobscanmodule(infpotions,GameAssembly.dll,2B 43 60 89 43 24 40 84 F6 74 4A 48 8B 43 38) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  //sub eax,[rbx+60]
  mov [rbx+24],eax
  test sil,sil
  je GameAssembly.dll+16C698C
  mov rax,[rbx+38]
  jmp return

infpotions:
  jmp far newmem
  nop
return:
registersymbol(infpotions)

[DISABLE]

infpotions:
  db 2B 43 60 89 43 24 40 84 F6 74 4A 48 8B 43 38

unregistersymbol(infpotions)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+16C6937

GameAssembly.dll+16C690D: E8 7E 20 13 00        - call BaseHealth.restoreHealth
GameAssembly.dll+16C6912: F3 0F 10 4B 6C        - movss xmm1,[rbx+6C]
GameAssembly.dll+16C6917: 0F 2F CE              - comiss xmm1,xmm6
GameAssembly.dll+16C691A: 76 18                 - jna GameAssembly.dll+16C6934
GameAssembly.dll+16C691C: 48 8B 8B 88 00 00 00  - mov rcx,[rbx+00000088]
GameAssembly.dll+16C6923: 48 85 C9              - test rcx,rcx
GameAssembly.dll+16C6926: 0F 84 A3 02 00 00     - je GameAssembly.dll+16C6BCF
GameAssembly.dll+16C692C: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+16C692F: E8 7C 1A 48 00        - call ProtectionClass.GainWard
GameAssembly.dll+16C6934: 8B 43 24              - mov eax,[rbx+24]
// ---------- INJECTING HERE ----------
GameAssembly.dll+16C6937: 2B 43 60              - sub eax,[rbx+60]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+16C693A: 89 43 24              - mov [rbx+24],eax
GameAssembly.dll+16C693D: 40 84 F6              - test sil,sil
GameAssembly.dll+16C6940: 74 4A                 - je GameAssembly.dll+16C698C
GameAssembly.dll+16C6942: 48 8B 43 38           - mov rax,[rbx+38]
GameAssembly.dll+16C6946: 33 FF                 - xor edi,edi
GameAssembly.dll+16C6948: 48 85 C0              - test rax,rax
GameAssembly.dll+16C694B: 74 07                 - je GameAssembly.dll+16C6954
GameAssembly.dll+16C694D: 39 78 18              - cmp [rax+18],edi
GameAssembly.dll+16C6950: 40 0F 9F C7           - setg dil
GameAssembly.dll+16C6954: 48 8B 8B A8 00 00 00  - mov rcx,[rbx+000000A8]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Infinite Runes (Open Inventory to set to 999)
-Note: It won't show until you craft with one or pick one up
--Works on glyphs too
--If you want it to update immediately, just go to a forge and switch runes and glyphs (You don't have to craft, just switch them in and out)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>536</ID>
      <Description>"Infinite Runes (Open Inventory)"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//GameAssembly.dll+E2C827 - 8B 40 28              - mov eax,[rax+28]
aobscanmodule(infrunes,GameAssembly.dll,8B 40 28 48 83 C4 20 5B C3 E8 1B) // should be unique
alloc(newmem,$1000,infrunes)

label(code)
label(return)

newmem:

code:
  mov [rax+28],#999
  mov eax,[rax+28]
  add rsp,20
  jmp return

infrunes:
  jmp newmem
  nop 2
return:
registersymbol(infrunes)

[DISABLE]

infrunes:
  db 8B 40 28 48 83 C4 20

unregistersymbol(infrunes)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+E2C827

GameAssembly.dll+E2C804: 48 8D 4C 24 30  - lea rcx,[rsp+30]
GameAssembly.dll+E2C809: 48 8B 50 20     - mov rdx,[rax+20]
GameAssembly.dll+E2C80D: 48 89 54 24 30  - mov [rsp+30],rdx
GameAssembly.dll+E2C812: E8 09 54 6D FF  - call GameAssembly.dll+501C20
GameAssembly.dll+E2C817: 48 8B 44 24 30  - mov rax,[rsp+30]
GameAssembly.dll+E2C81C: 48 85 C0        - test rax,rax
GameAssembly.dll+E2C81F: 75 06           - jne GameAssembly.dll+E2C827
GameAssembly.dll+E2C821: 48 83 C4 20     - add rsp,20
GameAssembly.dll+E2C825: 5B              - pop rbx
GameAssembly.dll+E2C826: C3              - ret 
// ---------- INJECTING HERE ----------
GameAssembly.dll+E2C827: 8B 40 28        - mov eax,[rax+28]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+E2C82A: 48 83 C4 20     - add rsp,20
GameAssembly.dll+E2C82E: 5B              - pop rbx
GameAssembly.dll+E2C82F: C3              - ret 
GameAssembly.dll+E2C830: E8 1B 58 6D FF  - call GameAssembly.dll+502050
GameAssembly.dll+E2C835: CC              - int 3 
GameAssembly.dll+E2C836: CC              - int 3 
GameAssembly.dll+E2C837: CC              - int 3 
GameAssembly.dll+E2C838: CC              - int 3 
GameAssembly.dll+E2C839: CC              - int 3 
GameAssembly.dll+E2C83A: CC              - int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Infinite Shards
-Works like infinite runes
-Use shatter runes at forge to get new shards

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>537</ID>
      <Description>"Infinite Shards (Open Inventory)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//GameAssembly.dll+F1548D - 03 58 14              - add ebx,[rax+14]
aobscanmodule(infshards,GameAssembly.dll,03 58 14 89 5D 50) // should be unique
alloc(newmem,$1000,infshards)

label(code)
label(return)

newmem:

code:
  mov [rax+14],#999
  add ebx,[rax+14]
  mov [rbp+50],ebx
  jmp return

infshards:
  jmp newmem
  nop
return:
registersymbol(infshards)

[DISABLE]

infshards:
  db 03 58 14 89 5D 50

unregistersymbol(infshards)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+F1548D

GameAssembly.dll+F15463: 0F 1F 40 00                 - nop dword ptr [rax+00]
GameAssembly.dll+F15467: 66 0F 1F 84 00 00 00 00 00  - nop word ptr [rax+rax+00000000]
GameAssembly.dll+F15470: 48 8B 15 09 E9 F6 04        - mov rdx,[GameAssembly.dll+5E83D80]
GameAssembly.dll+F15477: 48 8D 4D 08                 - lea rcx,[rbp+08]
GameAssembly.dll+F1547B: E8 60 56 95 00              - call GameAssembly.dll+186AAE0
GameAssembly.dll+F15480: 84 C0                       - test al,al
GameAssembly.dll+F15482: 74 11                       - je GameAssembly.dll+F15495
GameAssembly.dll+F15484: 48 8B 45 18                 - mov rax,[rbp+18]
GameAssembly.dll+F15488: 48 85 C0                    - test rax,rax
GameAssembly.dll+F1548B: 74 5C                       - je GameAssembly.dll+F154E9
// ---------- INJECTING HERE ----------
GameAssembly.dll+F1548D: 03 58 14                    - add ebx,[rax+14]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+F15490: 89 5D 50                    - mov [rbp+50],ebx
GameAssembly.dll+F15493: EB DB                       - jmp GameAssembly.dll+F15470
GameAssembly.dll+F15495: C7 07 49 00 00 00           - mov [rdi],00000049
GameAssembly.dll+F1549B: 48 8B 15 06 7A EF 04        - mov rdx,[GameAssembly.dll+5E0CEA8]
GameAssembly.dll+F154A2: 48 8D 4D 08                 - lea rcx,[rbp+08]
GameAssembly.dll+F154A6: E8 05 E4 74 FF              - call &lt;changeWaveY&gt;d__17.System.IDisposable.Dispose
GameAssembly.dll+F154AB: EB 1C                       - jmp GameAssembly.dll+F154C9
GameAssembly.dll+F154AD: 48 8B 15 F4 79 EF 04        - mov rdx,[GameAssembly.dll+5E0CEA8]
GameAssembly.dll+F154B4: 48 8D 4D 08                 - lea rcx,[rbp+08]
GameAssembly.dll+F154B8: E8 F3 E3 74 FF              - call &lt;changeWaveY&gt;d__17.System.IDisposable.Dispose
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Max Unique, Sets and Implicit Rolls

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>544</ID>
      <Description>"Max Unique, Sets and Implicit Rolls"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//GameAssembly.dll+23C695B - 88 44 39 20           - mov [rcx+rdi+20],al
aobscanmodule(maxuniques,GameAssembly.dll,FE 48 85 FF 74 2E 3B 5F 18 73 2F 48 63 CB FF C3 8B D3 88 44 39 20 48 8B 46 30) // should be unique
alloc(newmem,$1000,maxuniques)

label(code)
label(return)

newmem:

code:
  mov al, #255
  mov [rcx+rdi+20],al
  mov rax,[rsi+30]
  jmp return

maxuniques+12:
  jmp newmem
  nop 3
return:
registersymbol(maxuniques)

[DISABLE]

maxuniques+12:
  db 88 44 39 20 48 8B 46 30

unregistersymbol(maxuniques)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+23C695B

GameAssembly.dll+23C693E: E8 1D 12 0C FE  - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+23C6943: 33 C9           - xor ecx,ecx
GameAssembly.dll+23C6945: E8 46 0E 67 FE  - call Fun.randomByte
GameAssembly.dll+23C694A: 48 85 FF        - test rdi,rdi
GameAssembly.dll+23C694D: 74 2E           - je GameAssembly.dll+23C697D
GameAssembly.dll+23C694F: 3B 5F 18        - cmp ebx,[rdi+18]
GameAssembly.dll+23C6952: 73 2F           - jae GameAssembly.dll+23C6983
GameAssembly.dll+23C6954: 48 63 CB        - movsxd  rcx,ebx
GameAssembly.dll+23C6957: FF C3           - inc ebx
GameAssembly.dll+23C6959: 8B D3           - mov edx,ebx
// ---------- INJECTING HERE ----------
GameAssembly.dll+23C695B: 88 44 39 20     - mov [rcx+rdi+20],al
// ---------- DONE INJECTING  ----------
GameAssembly.dll+23C695F: 48 8B 46 30     - mov rax,[rsi+30]
GameAssembly.dll+23C6963: 48 8B F8        - mov rdi,rax
GameAssembly.dll+23C6966: 48 85 C0        - test rax,rax
GameAssembly.dll+23C6969: 74 12           - je GameAssembly.dll+23C697D
GameAssembly.dll+23C696B: EB B3           - jmp GameAssembly.dll+23C6920
GameAssembly.dll+23C696D: 48 8B 7C 24 30  - mov rdi,[rsp+30]
GameAssembly.dll+23C6972: 48 8B 5C 24 38  - mov rbx,[rsp+38]
GameAssembly.dll+23C6977: 48 83 C4 20     - add rsp,20
GameAssembly.dll+23C697B: 5E              - pop rsi
GameAssembly.dll+23C697C: C3              - ret 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Vacuum crafting mats range (Will Suck the entire map. Had some long freezes in campaign, game comes back no crash)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>545</ID>
      <Description>"Vacuum crafting mats range (Will Suck the entire map. Had some long freezes in campaign, game comes back no crash)"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//GameAssembly.dll+7AFF49 - 74 69                 - je GameAssembly.dll+7AFFB4
aobscanmodule(vaccuum,GameAssembly.dll,84 C0 74 69 48 85 ED 0F 84 AA) // should be unique
vaccuum+2:
  db 90 90
registersymbol(vaccuum)

[DISABLE]

vaccuum+2:
  db 74 69

unregistersymbol(vaccuum)
{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+7AFF47

GameAssembly.dll+7AFF19: 48 8D 54 24 20        - lea rdx,[rsp+20]
GameAssembly.dll+7AFF1E: 41 8B 45 08           - mov eax,[r13+08]
GameAssembly.dll+7AFF22: 48 8D 4C 24 30        - lea rcx,[rsp+30]
GameAssembly.dll+7AFF27: 45 33 C9              - xor r9d,r9d
GameAssembly.dll+7AFF2A: F2 0F 11 44 24 30     - movsd [rsp+30],xmm0
GameAssembly.dll+7AFF30: 0F 28 D7              - movaps xmm2,xmm7
GameAssembly.dll+7AFF33: F2 0F 11 74 24 20     - movsd [rsp+20],xmm6
GameAssembly.dll+7AFF39: 44 89 74 24 28        - mov [rsp+28],r14d
GameAssembly.dll+7AFF3E: 89 44 24 38           - mov [rsp+38],eax
GameAssembly.dll+7AFF42: E8 89 15 3C 00        - call Maths.distanceLessThan
// ---------- INJECTING HERE ----------
GameAssembly.dll+7AFF47: 84 C0                 - test al,al
// ---------- DONE INJECTING  ----------
GameAssembly.dll+7AFF49: 74 69                 - je GameAssembly.dll+7AFFB4
GameAssembly.dll+7AFF4B: 48 85 ED              - test rbp,rbp
GameAssembly.dll+7AFF4E: 0F 84 AA 00 00 00     - je GameAssembly.dll+7AFFFE
GameAssembly.dll+7AFF54: 48 8B 8D F8 00 00 00  - mov rcx,[rbp+000000F8]
GameAssembly.dll+7AFF5B: 48 85 C9              - test rcx,rcx
GameAssembly.dll+7AFF5E: 0F 84 9A 00 00 00     - je GameAssembly.dll+7AFFFE
GameAssembly.dll+7AFF64: F2 0F 10 43 18        - movsd xmm0,[rbx+18]
GameAssembly.dll+7AFF69: 4C 8D 44 24 40        - lea r8,[rsp+40]
GameAssembly.dll+7AFF6E: 8B 43 20              - mov eax,[rbx+20]
GameAssembly.dll+7AFF71: 45 33 C9              - xor r9d,r9d
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Forging Potential

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>547</ID>
      <Description>"Forging Potential (Mouse Over Item)"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//GameAssembly.dll+CD4201 - 44 38 60 18           - cmp [rax+18],r12b
aobscanmodule(forgepotential,GameAssembly.dll,44 38 60 18 48 8B D3) // should be unique
alloc(newmem,$1000,forgepotential)

label(code)
label(return)

newmem:

code:
  cmp [rax+18],r12b
  mov [PotentialAddy],rax
  mov rdx,rbx
  jmp return
  PotentialAddy:

forgepotential:
  jmp newmem
  nop 2
return:
registersymbol(forgepotential)
registersymbol(PotentialAddy)
[DISABLE]
forgepotential:
  db 44 38 60 18 48 8B D3

unregistersymbol(PotentialAddy)
unregistersymbol(forgepotential)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+CD4201

GameAssembly.dll+CD41D0: 75 0C                 - jne GameAssembly.dll+CD41DE
GameAssembly.dll+CD41D2: E8 89 39 7B FF        - call GameAssembly.il2cpp_runtime_class_init
GameAssembly.dll+CD41D7: 48 8B 0D 02 B9 16 05  - mov rcx,[GameAssembly.dll+5E3FAE0]
GameAssembly.dll+CD41DE: 48 8B 89 B8 00 00 00  - mov rcx,[rcx+000000B8]
GameAssembly.dll+CD41E5: 48 8B 87 78 01 00 00  - mov rax,[rdi+00000178]
GameAssembly.dll+CD41EC: 48 8B 09              - mov rcx,[rcx]
GameAssembly.dll+CD41EF: 48 85 C0              - test rax,rax
GameAssembly.dll+CD41F2: 0F 84 CE 0E 00 00     - je GameAssembly.dll+CD50C6
GameAssembly.dll+CD41F8: 48 85 C9              - test rcx,rcx
GameAssembly.dll+CD41FB: 0F 84 C5 0E 00 00     - je GameAssembly.dll+CD50C6
// ---------- INJECTING HERE ----------
GameAssembly.dll+CD4201: 44 38 60 18           - cmp [rax+18],r12b
// ---------- DONE INJECTING  ----------
GameAssembly.dll+CD4205: 48 8B D3              - mov rdx,rbx
GameAssembly.dll+CD4208: 41 0F 94 C0           - sete r8b
GameAssembly.dll+CD420C: EB 78                 - jmp GameAssembly.dll+CD4286
GameAssembly.dll+CD420E: 48 8B 05 CB B8 16 05  - mov rax,[GameAssembly.dll+5E3FAE0]
GameAssembly.dll+CD4215: F6 80 2F 01 00 00 02  - test byte ptr [rax+0000012F],02
GameAssembly.dll+CD421C: 74 18                 - je GameAssembly.dll+CD4236
GameAssembly.dll+CD421E: 44 39 A0 E0 00 00 00  - cmp [rax+000000E0],r12d
GameAssembly.dll+CD4225: 75 0F                 - jne GameAssembly.dll+CD4236
GameAssembly.dll+CD4227: 48 8B C8              - mov rcx,rax
GameAssembly.dll+CD422A: E8 31 39 7B FF        - call GameAssembly.il2cpp_runtime_class_init
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>548</ID>
          <Description>"Forging Potential"</Description>
          <LastState Value="0" RealAddress="1BBA4943698"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>[PotentialAddy]+18</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Last edited by Impala on Fri Feb 23, 2024 4:35 pm, edited 7 times in total.

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Darkedone02
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Darkedone02 »

The most options to cheat wins in my book, so i hope there are plenty of things to do.

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Tales
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Tales »

Can you make one for Passive points? ex: add 30 Passive Points

hafidz1311
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Re: Last Epoch EA 0.9+ (Steam)...

Post by hafidz1311 »

Can confirm that using some other trainer will make your character unable to level up (Offline play). Even opening the trainer without activating any of the options makes you unable to get exp no matter how much you kill, but closing the trainer turns everything back to normal. I have tried making other new characters & it's still the same.

acecel
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Re: Last Epoch EA 0.9+ (Steam)...

Post by acecel »

Messy6666 wrote:
Wed Feb 21, 2024 9:50 pm
yeah i just got a confirmation another table maker will and is working on it
Will it be posted here or on another topic ?

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Messy6666
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Messy6666 »

^ I'll guess on a new topic, which is handier to maintain and more handy for others

Impala
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Impala »

Added Infinite Runes
Added Infinite Shards

viewtopic.php?p=336654#p336654

Zaraf
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Zaraf »

Gold is a 4 byte that's easy to find. Health and Mana are floats that are easy to find as well. I don't know how to find pointers, so the values get reset each time, so maybe someone else is able to add those in?

I found some other values like skill points, but the game wouldn't let me change the values or even lock them.

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Toga
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Re: Last Epoch EA 0.9+ (Steam)...

Post by Toga »

^ best to find the address of Player Actor
then in the structure you'll have everything you need.

look at Messy's post: viewtopic.php?p=242977#p242977
and his post above that one

gl

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